Game Development Community

still no fog in the sky???

by deepscratch · in Torque 3D Professional · 10/14/2009 (10:20 am) · 9 replies

1.0 is out guys,
still not able to have fog in the sky with scattersky?
well it seems theres not much at all you can have with scattersky.....

#1
10/14/2009 (10:05 pm)
I'll take another look at this over the weekend.
#2
10/15/2009 (11:23 am)
awesome, thanks Tom.
#3
01/26/2010 (7:40 pm)
And we need fogs in scattersky as well, any update on status here? We realllly need storms, fogs etc.
#4
01/26/2010 (8:53 pm)
You can adjust fog in the LevelInfo object.
#5
01/26/2010 (9:33 pm)
The object needed for storms is a CloudLayer, not Scattersky.
#6
01/26/2010 (10:37 pm)
@Michael yes I can do that in the editor but I can't make any adjustments in game dynamicly or at least I dont see how. theLevelInfo.fogdensity = 0.2; doesn't seem to change anything and I dont see a "setFogDensity()" in the dump for that object.

@Net there is no functionality for setting coverage in cloudLayer that I can find I tried myCloud.coverage = 0.99; and no effect and the dump shows no method to call that on the object to alter the density

If you know some functions or tricks I can use please let me know
#7
01/26/2010 (11:27 pm)
I can get a nice swirling layer of rolling clouds with these settings:

Color: 0.972549 0.972549 0.972549 0.85
Coverage: 1
Wind Speed: 3
Height: 3
#8
01/27/2010 (6:21 pm)
If you are trying to do it dynamically, you will need to make some further modifications. Take a look a this resource:

http://www.torquepowered.com/community/resources/view/19015

posted by David Potter for some hints indicating the types of changes required.

You should probably also look at Michael Perry's documentation here:

http://docs.torquepowered.com/torque-3d/official/index.html?content/documentation/Beginners%20Guide/Getting%20Started/Setup.html

on getting setup with a compiler for your platform (if the link is useless, open the Docs tab on the Toolbox and open it from there, it's the "Getting Started: Visual Studio and Xcode topic.)

GL
#9
01/27/2010 (6:26 pm)
There is typically an "Apply" function that is called when you make changes to a World Editor object, such as SkyBox or BasicCloud. I'm not sure if that is still exposed, but in the source code you are looking for ::inspectPostApply().